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You are the horde!
Raw, aggressive hunger - there's nothing like being a Zombie when you want to do some damage! Now you can control your own horde of zombies and lay waste to the tidy world that humans have created for themselves.

Some dev type news today - our animator and 3D generalist, Jameson Strong, put together a video during the Kickstarter to show what the 3D print reward would look like. The video you see here shows the various elements that went into creating that video . . .

Regarding the process, Jameson says:

Jameson wrote: The software used was Autodesk Maya, Matchmover, Composite, and it was rendered in Mental Ray. I used a Canon EOS Rebel T3i for the shoot. The breakdown shot shows the geometry placement from the match move and also shows each render pass that went into the composite of the shot.

Before the match-move video could be made, of course, the model itself had to be put together, which required more care than some of the game models, in order to make sure it would be ready for printing in 3D. Here's another video that details that process . . .

Jameson wrote: The software used was Autodesk Maya, Mudbox, and Adobe Photoshop for textures and it was rendered in Mental Ray. The 3D model was created from three existing models...a Swat character and soldier character from Mixamo and a Tank Zombie that was modeled in Mudbox for the game. I modeled the base using Maya and created the logo from an existing Adobe Illustrator file using the vectors to create the geometry. I also had to transfer the UVs of the game model of the Tank Zombie to the high resolution mudbox file and then pose each of the characters with the base. I then increased the resolution of each of the human characters in Mudbox and sculpted more detail for the 3D print. Jef Shears, a friend and colleague of mine, did the majority of the texturing and UV layout for the base and logo. He also created teeth for the Tank Zombie. I modified the textures on the both of the human characters, adding blood and dirt while color correcting parts of the base texture. After everything was assembled the model had to be cut where each of the characters connect while maintaining a closed object. After that a hole was cut at the base of the model to allow material to drain so that the 3D print would be hollow. Finally, the entire model was re-textured to create thickness.

Next up: A huge re-write of the combat system, an open source logging solution, and more tutorial improvements.